Howdy.
I have just recently started this game, but I liked it enough to shell out for a lifetime membership.
There is one thing which keeps getting to me, granted its caused by my own carelessness.

I have the bad habit of clicking where I’m not supposed to. This is usually caused by my dog stepping on my tablet while I play. I would love the option to undo infrastructure upgrades.

Since everything is processed on the tick, I would hope its doable to have a little leeway to undo an action which only impacts one of your planets. Granted I would understand if it was too complicated to implement this for a real time game and would be just as happy if it was only available in turn based games.

Anyone else thing this would be a good improvement? Or am I crazy?
Irregardless, I am quite pleased with the game! Keep up the good work!
J.R.

I bought 5 science on the same star today which spent most of my money. I guess I had my finger on the touch pad too long. I blame Windows 10 but that is incredibly frustrating. It’s basically a wasted cycle.

I’ve had the above problems on my own computers, really annoying! If your touchpad has hardware buttons I would suggest disabling the tap-to-click functionality.

I find upgrading from the Galaxy screen to be safer. When you build from there it does a full map render between clicks (this is a performance bug). This artificially slows down the buying process making it harder to buy lots of stuff. It also keeps the sort order between purchases.

@JayKyburz Functionality to undo everything done this turn would be easier to add and still useful in the really bad cases.

If you’re thinking what I think your thinking, a client-side only solution, it’s not a bad idea. Though it may be better to allow choosing, under account settings, have it as it currently is or completely manual, a big shiny commit button, rather than have timers (the horror *). If you start involving client side timers causing server side changes you get stuff like sleeping laptops causing problems. *

Another option is to hold them in the session variables on the server, say pending-changes. A reset order would dump the pending-changes variable. This would mean pending-changes would need to be send down when the page is (re)loaded and integrated into the data.

haha, checkout np.onServerRequest at line 935 of game.js. The game already waits 5 seconds before sending some orders so that if you spam a bunch of upgraded on the galaxy screen, they get sent as one order.

Count me as a vote against timers.
Honestly, I don’t mind the way it is now. I’ve had my occasional derps and wasted turns, but all preventable. In each case, I felt I was being punished for bad play, not for an unfair disadvantage or fault in the game. Stay focused or bear the consequences.

I would need to steal that feature from Subtifuge where you can scrub ahead in time to see how this will all interact in future.

It might be helpful if all ( or most or many ? ) user commands were temporarily stored into a buffer array on the server, and there was a UI button that allows the player to see the differences before and after. This could allow user to make corrections ? At the tick transition or turn jump, all orders are committed and the buffer is dumped to update to the server.

This is not the same quite thing as the time slider in Subtifuge, but allows the user to see one tick or turn jump into the future, and possibly make corrections.

This feature would not buffer emails or tech trades, because these directly interact with other players.

I too would vote against a timer - keep the game speedy. Just a “full undo” (as Jay has already implemented in Blight) would be adequate … then in the rare cases where you screw up, you just redo the build.